Fix radiance map generation on mobile

This commit is contained in:
clayjohn 2019-11-27 22:12:19 -08:00
parent e297b83b8e
commit 192aacd5d7

View file

@ -1794,13 +1794,21 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10);
// Need Mipmaps regardless of whether they are set in import by user
glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0);
#ifdef GLES_OVER_GL
glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, int(Math::floor(Math::log(float(texture->width)) / Math::log(2.0f))));
glGenerateMipmap(texture->target);
#else
glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, 0);
#endif
// Need Mipmaps regardless of whether they are set in import by user
glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_REPEAT);
#ifdef GLES_OVER_GL
glTexParameterf(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
#else
glTexParameterf(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#endif
glTexParameterf(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
@ -1925,7 +1933,11 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
#ifdef GLES_OVER_GL
if (j < 3) {
#else
if (j == 0) {
#endif
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
@ -2051,7 +2063,11 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL);
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
#ifdef GLES_OVER_GL
if (lod < 3) {
#else
if (lod == 0) {
#endif
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);